
/**
 房间运营状态
 *
*/

import { ActionArgHelper } from "GameLoop/Execution/ControlManager/Control/ActionManager/ActionArgHelper";
import { ATeamCombat } from "GameLoop/WorldState/EntityManager/Entitys";
import { State } from "framework/FSM/AState";
 

/**
 * 战斗移动。
 * 1.小队成员是全都活着
 * 2.小队成员在目标房间或者小队成员在房间边界
*/
export class State_CombatMove<T extends IStateArg<ATeamCombat,ITaskDeclare["team"]>> extends State<T>
{
    
    public getActions(arg:T):Action[]
    {
        const entity = arg.entity;
        const action  =ActionArgHelper.actionTeamCombatMove(arg.entity )
        return [action,ActionArgHelper.actionTeamVisual(arg.entity)]
    }
     
}
